Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Improving performance through reduced draw calls by designing for draw call batching


Optimization principal 5: Minimize the number of draw calls.

One way to minimize draw calls is by prioritizing design decisions to qualify objects for Unity's Static and Dynamic draw call batching.

The more CPU-efficient batching method is Unity's static batching. It allows reduction of draw calls for any sized geometry. If that is not possible, then the next best thing is dynamic batching, which again allows Unity to process together several moving objects in a single draw call.

Note that there is a cost—batching uses memory, and static batching uses more memory than dynamic memory. So, you can improve performance with batching, but you'll be increasing the scene's memory "footprint." As always, use memory and performance profiling to evaluate which use of techniques is best for your game and its intended deployment device.

How to do it...

In this section, we will learn how to make possible static batching...